Age of Empires II - Civilization Bonuses - 2 - AoC - 2 of 2 Flashcards
Flashcards for learning civilization bonuses for each of the 45 civilizations in the Age of Empires II: DE. Set 1 - Age of Kings - The Conquerors Updated Dec 2024
Mayans complete bonuses
- Villager
- Resources
- Archers
- Walls
– Start the game with +1 Villager, but with –50 food.
– Resources last 15% longer.
– Foot archers (except skirms) are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age
Team Bonus: Walls and gates are 50% cheaper.
Mayans villagers
– Start the game with +1 Villager, but with –50 food.
Mayans resources
– Resources last 15% longer.
Mayans archers
– Foot archers (except skirms) are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
Mayans Team Bonus
– Walls and gates are 50% cheaper.
Mongols complete bonuses
- Cavalry archers
- Scout Cavalry
- Hunt
- Scout Cavalry
– Cavalry archers fire 25% faster.
– Scout Cavalry–line and Steppe Lancers +20/30% hit points in the Castle/Imperial
- Hunters work +40% faster.
Team Bonus: The Scout Cavalry line has +2 Line of Sight.
Mongols cavalry archers
– Cavalry archers fire 25% faster.
Mongols scout cavalry
– Scout Cavalry–line and Steppe Lancers +20/30% hit points in the Castle/Imperial
Mongols hunt
– Hunters work +40% faster.
Mongols Team Bonus
– The Scout Cavalry line has +2 Line of Sight.
Persians complete bonuses
- Start
- Town Centers and Docks
- Cavalry Archers
- Knights
– Start the game with +50 food and +50 wood.
– Town Centers and Docks have double HP and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
– Parthian Tactics available in the Castle Age
Team Bonus: Knights have +2 attack against archers.
Persians start
– Start the game with +50 food and +50 wood.
Persians Town Centers and Docks
– Town Centers and Docks have double HP and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
Persians cavalry archers
– Parthian Tactics available in the Castle Age.
Persians Team Bonus
– Knights have +2 attack against archers.
Saracens complete bonuses
- Markets x2
- Transport Ships
- Galleys
- Camels
- Archers
– The commodity trading fee is 5%.– Markets cost –75 wood.
– Transport Ships have double HP and +5 carry capacity.
– Galleys attack 25% faster.
– Camel units +25% hit points
Team Bonus: Foot archers have +3 attack against standard buildings.
Saracens markets x2
– The commodity trading fee is 5%.
Saracens markets x2
– Markets cost –75 wood.
Saracens ships x2
– Transport Ships have double HP and +5 carry capacity.
Saracens ships x2
– Galleys attack 25% faster.
Saracens camels
– Camel units +25% hit points.
Saracens Team Bonus
– Foot archers have +3 attack against standard buildings.
Spanish complete bonuses
- Builders
- Blacksmith
- Cannon Galleons
- Gunpowder
- Technology
- Trade
– Builders work 30% faster.
– Blacksmith upgrades cost no gold.
– Cannon Galleons can track moving targets and move faster
– Gunpowder units fire 18% faster.
– Receive 20 gold for each technology researched.
Team Bonus: Trade units generate +25% gold.
Spanish builders
– Builders work 30% faster.
Spanish blacksmith
– Blacksmith upgrades cost no gold.
Spanish cannon galleons
– Cannon Galleons can track moving targets and move faster.
Spanish gunpowder
– Gunpowder units fire 18% faster.
Spanish technologies
– Receive 20 gold for each technology researched.
Spanish Team Bonus
– Trade units generate +25% gold.
Teutons complete bonuses
- Monks
- Towers and Town Centers
- Free Techs x 2
- Farms
- Barracks and Stable units
- Conversion
– Monks have double healing range.
– Towers garrison twice as many units.
– Town Centers can garrison +10 units.
– Murder Holes and Herbal Medicine are free.
– Farms are 40% cheaper.
– Barracks and Stable units receive +1/+2 melee armor in Castle/Imperial Age.
Team Bonus: Units resist conversion (+3/+1 min/max conversion intervals).
Teutons monks
– Monks have double healing range.
Teutons towers
– Towers garrison twice as many units.
Teutons town centers
– Town Centers can garrison +10 units.
Teutons free techs x2
– Murder Holes and Herbal Medicine are free.
Teutons farms
– Farms are 40% cheaper.
Teutons barracks and stable units
– Barracks and Stable units receive +1/+2 melee armor in Castle/Imperial Age.
Teutons armor
– Barracks and Stable units receive +1/+2 melee armor in Castle/Imperial Age.
Teutons Team Bonus
– Units resist conversion (+3/+1 min/max conversion intervals).
Turks complete bonuses
- Gunpowder x2
- Chemistry
- Gold
- Scout Cavalry x2
- Gunpowder
– Gunpowder units have +25% HP
.– Gunpowder technologies are 50% cheaper.
– Chemistry is free.
– Gold Miners work 20% faster.
– Light Cavalry and Hussar upgrades are free.
– Scout Cavalry line gain +1 pierce armor
Team Bonus: Gunpowder units are created 25% faster.
Turks gunpowder x2
– Gunpowder units have +25% HP.
Turks gunpowder x2
– Gunpowder technologies are 50% cheaper.
Turks university tech
– Chemistry is free.
Turks gold
– Gold Miners work 20% faster.
Turks scout cavalry x2
– Light Cavalry and Hussar upgrades are free.
Turks scout cavalry x2
– Scout Cavalry line gain +1 pierce armor.
Turks Team Bonus
– Gunpowder units are created 25% faster.
Vikings complete bonuses
- Wheelbarrow
- Warships
- Infantry
- Docks
– Wheelbarrow and Hand Cart are free.
– Warships are 15%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
– Infantry have +20% HP starting in Feudal
Team Bonus: Docks are 15% cheaper.
Vikings economic bonuses
– Wheelbarrow and Hand Cart are free.
Vikings warships
– Warships are 15%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
Vikings infantry
– Infantry have +20% HP starting in Feudal
Vikings Team Bonus
– Docks are 15% cheaper.